JudgementEternal Champions

Patch Notes v2.1

patch notes
patch
rules
v2.1

Full patch notes for v2.1 of Judgement: Eternal Champions.

Core Rules

Rename Invisibility to Stealth

Invisibility implied a model was not able to be targeted at all. Stealth is a better description of how the rule works in-game.

Page 67: Remove Invisibility definition.

Page 67: Add Stealth definition.

Reach(2) Melee Weapons

Reach 2 melee weapons had a disproportionate impact on the game state to what was intended. The rule change maintains decent benefits for models that have Reach 2 without skewing things too much in their favour.

Page 40: Add the following text under the Melee attack type.

Note: Melee attacks with greater than Reach(1) only provide the extended Reach during the owning model's activation. Out of the model's activation, the attack has Reach(1).

Page 46: Add the following point under the 'For all Combat Manoeuvres' sub-heading.

Models with Dual Wield cannot execute the Push Combat Manoeuvre on the second attack each attack action.

Leech

We clarified the confusion on when Leech triggered.

Page 67: Add the following text at the end of the description for Leech.

'...and triggers at the end of Step 5 of the Attack Process.'

Shadow Mist

We tweaked the dial on Shadow Mist, so it was a more useful ability and gave a Shadow Mist model more opportunity to operate independently.

Page 68: Replace the 2nd sentence of the Shadow Mist entry with:

'A model cannot have more than 2 plus their current level Shadow Mist Counters attached to them at any time.'

Page 68: Remove the following sentence from the Shadow Mist entry:

'Shadow Mist Counters attached to this model are removed at the end of this model's activation each turn.'

Monster Hunter

We intended that monsters always stand up if Knocked Down; however, it was missing from the rule book.

Page 72: Insert the following bullet point to the Hunter section.

If suffering Knock Down, the monster immediately stands up at the beginning of its activation.

Undead

We want to make Warbands with multiple undead heroes viable and add some flavour to the way they interact with Shrines.

Page 87: Replace the last sentence of the first paragraph under the Soul Harvest heading with the following:

If there is no eligible Hero, the Effigy of the Soulless model gains a Banked Soul.

Add the following section:

Shrines

When a Soulless model controls a Shrine, the enemy Warband loses 1 Fate from their Fate pool. This is cumulative if Soulless models control multiple Shrines. This occurs at the end of the Fate Generation step (i.e. Step 3) in the Communion Phase; however, it happens prior to the opportunity for your opponent to damage one of their models to generate a single Fate.

If a Soulless and non-Soulless hero from the same Warband control a Shrine, the owning player can choose whether to generate Fate for themselves or remove Fate from the enemy Fate pool.

Heroes

Aria

The design intent for Aria sits within a narrow corridor. We don't want her to be an Allure-bot, and we want her to have other options if her Symphonic Attack fails. We made a few adjustments to her kit so her abilities are more balanced against each other while keeping true to the siren theme.

  • Allure - Range reduced from 5 hexes to 4 hexes. After casting Allure, Aria cannot take the Advance (or Charge) action for the rest of her activation.

  • Siren Song changed so that with 2S the enemy damaged by Symphonic Attack suffers knock down and the next Symphonic Attack this activation costs 1A. If a J was rolled, the enemy is Stunned.

  • Gains Sleep (1A or 1F) at level 1.

  • Duplicate Self FAQ changed so now you can push Aria under Duplicate Self if your 3 attack dice do not contain Js or Crossed Swords.

Cradol

Cradol often divides opinion; however, we want heroes that reward players who invest in learning a hero and building Warbands that complement them. We have tweaked Shadow Mist to get it into a better place as we prepare for more heroes with the Shadow Mist ability.

  • Shadow Mist never expire; however, they are capped at 2 plus their current level (change to core rule).

  • Shadow Door range reduced from 2 hexes away to adjacent.

Doenregar

A quality of life improvement for the big man.

  • Stone Form updated to stop enemy models pushing him by any means.

Drelgoth

A quality of life improvement for the angry man. The core rule changes to Dual Wield also dial this guy down a bit.

  • Infernal changed from 4 to his current MOV statistic (brings it in line with his level 1 Leap ability).

Fazeal

A tweak to shift his signature ability into a slightly better place. The core rule undead changes also boost the scary man.

  • Decapitation changed from 2J+1F to 1J+1S+1F.

Isabel

Isabel plays the role of Paladin well on the battlefield. We introduced a few balance tweaks that include improvements in a few areas.

  • Lay on Hands range increased from 1 to 2 hexes.

  • Holy Aura (level 3 Holy Tree) is now an Innate Ability.

  • Thunderous Strike changed so that Isabel rolls the ability check dice and the roll cannot be re-rolled by any means.

Kain

A small tightening up of Mortal Wounds. Kain is in a good place and is now an s-tier jungler when in a Tomas Warband.

  • Mortal Wounds only works against enemy hero models.

Kruul

One of our favourite heroes across the full spectrum of model, rules and back story. Unfortunately, Kruul was too dominant with several abilities that significantly influenced the outcome of battles.

  • Bloodlust: Adjacent friendly model can charge for 1 less AP. Expires at the end of their next activation.

  • Extract Soul cost increased to 1A+1F from 1F.

Maltique

Maltique has been an excellent addition to the Judgement universe. We felt her high Soul Harvest was not in theme and also meant she could have been more effective in the mirror matchup.

  • Reduce Soul Harvest from 5 to 3.

  • No longer a Soulist but is now a Sniper and Controller.

Masuzi

Masuzi has been slightly under the curve in the highly competitive Soulgazer slot. We turned up the dial on him so he sits well amongst his peers.

  • RNG raised to 7 from 6.

  • Devour range increased to enemies 2 hexes away.

  • Soul Seer cost is reduced from 2S to 1S.

  • Viper Shot causes an extra True Damage if a J was rolled.

Naias

  • Shadow Meld wording changed from 'Gains Invisibility' to 'Gains Stealth'.

Piper

Piper fills a niche role very well. He was slightly below the curve so we have tweaked accordingly.

  • Viper Venom cost reduced from 2S to 1J.

  • Taunt cost changed to 1AP or 1F and range increased to 4 hexes.

  • Duplicate Self FAQ changed so now you can push Piper under Duplicate Self if your 3 attack dice do not contain Js or Crossed Swords.

Rakkir

  • Shadow Meld wording changed from 'Gains Invisibility' to 'Gains Stealth'.

Saiyin

Saiyin has been in a good place for a long time. The Sleep change makes her more versatile and brings her in-line with Aria.

  • Her level 2 Sleep cost changed to 1A or 1F.

Skoll

  • His race updated to 'Orc/Ettin'.

Skye

A quality of life improvement for the zen man.

  • Clarified that he can choose when to trigger Heroic Stand.

  • Heroic Stand can only be triggered on non-Defender models.

  • Heroic Stand temp health expiration clarified.

Thorgar

Thorgar has dominated the battlefields of Between for a while now. He has a strong kit that perfectly represents the raging bull that he is; however, the range of Man Catcher was oppressive.

  • Man Catcher range reduced to 2 hexes from 3 and the push reduced to 1 hex.

Thrommel

Thrommel is another hero whose rules perfectly fit his theme, and Dwarf Toss can be a game-winner. We wanted to make it a touch more difficult for him to reach level 3 and reduce the ability's oppressiveness if he does get there.

  • Soul Harvest from 4 to 3.

  • Dwarf Toss Range reduced from 4 hexes to 3.

  • Bodyguard sets RES to 2 instead of adding 2 RES.

Gods

Krognar

We want non-champions to be more viable in Krognar Warbands.

  • Umbra Sphere has an additional power: 'Friendly heroes within 2 hexes are considered Champions of Krognar solely for the purpose of Shadow Dance.'

Ista

Isabel's impact from Ista's EP was insufficient compared to other avatars.

  • Effigy Power updated so all friendly Ista champions have all their conditions cleansed if within 2 hexes of Isabel when the EP is called.

Grul

Gendris' impact from Grul's EP was overbearing, and following the changes to Reach(2) melee weapons, we added an extra ability to the Staff of Grul.

  • Effigy Power updated so Gendris’ Lightning Leap changes to 1J instead of 1S.

  • Staff of Grul now provides a 2S combat manoeuvre where they can apply fire/poison/frost/curse. They can spend 1A or 1F to change the condition applied through the game. Staff of Grul still provides Reach(2).

  • Effigy Power changed to be 'while within'.

Tomas

We wanted to add a bit more oomph.

  • Warband bonus now provides the D3+2 heal when a hero kills a monster (in addition to heroes as it is now).

Magical Artefacts

  • Bracers of Disruption changed to only work against enemy Hero Basic Attacks and only once per enemy Hero activation.

  • Healing Surge capped to 10 health.

  • Restoration Potion capped to 10 health.

  • Elixir of Life now places the model adjacent to a friendly hero within 5 hexes in addition to healing 1 health.

  • Ring of Invisibility was renamed to Ring of Stealth.

  • Staff of Grul now provides the elemental Combat Manoeuvre in addition to Reach(2).

  • Umbra Sphere counts non-champions within 2 hexes of the bearer when Shadow Dance is declared as champions of

  • Scroll of Power reworded to behave like an aura, not a pulse; however, you no longer get the +1 damage when targeting the Effigy.

  • Equality Stone now capped at a 10 health swap.